Gditz

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About Gditz

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    FK's resident Doctor Mengele
  • Birthday 04/04/90

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  1. Yeah the problem with full heals and PAKs is that they remove any tourniquets that are on the patient at the time it finishes. That is why you have to make sure you remove all of them after a patient has been patched up & stitched.
  2. I managed to trap a few unwilling subjects and did a short test on the Prevent-Instant death configuration. With it on, AI will not die unless they bleed out. This makes for some weird scenarios. In the tests I manage to give a subject over 100 separate wounds to his leg A.K.A. the shredded porkchop, without the patient dying. Marvelous! I would love to injure prod some players on our server to confirm that it works the same for players. What this basically means is that if a player has 4 tourniquets on all their limbs they can only be killed by head or torso injures. Quite unrealistic and not what I expect when playing Arma 3. Another thing I can confirm is that drugs trapped inside a limb will not suppress/cure any pain received from wounds in the very same limb. Not very surprising but still interesting.
  3. It works differently and only stays in the system for 120 seconds. The max dose for epinephrine is 10. I do not yet fully know how heart rate changes are handled by the Ace code so I can't give you details about what happens after the 120 seconds. Any injected drugs applied to a limb that has a tourniquet are basically paused until the tourniquet is removed. Once the tourniquet is removed, the timers starts to tick down (900 seconds for morphine, 120 seconds for epinephrine) and the drugs take effect. Sure, you could prep 2, 3 or even 4 limbs but after 120 seconds your pain will start to constantly increase. If you have 2 tourniquets on it will take around 85 minutes until you max out at a pain value of 5. With 3 tourniquets on you will reach a 5 in pain at 43 minutes and with 4 tourniquets you will reach it in 29 minutes. With 3 and 4 tourniquets the pain should theoretically increase beyond 5 in pain but I don't know what the maximum is. Generally speaking it would be a good idea to tourniquet your arm if you know that you will take a beating. Maybe there is incoming mortar strike, CAS or a swarm of EI. Having smaller amounts of pain is a lot better than bleeding out and you can't treat yourself if you fall unconscious from a blast or gunshot wound. The biggest problem is predicting when you will need it. If you really want to have the full safety of limbs not being able to bleed out from your first wound you could just apply 4 tourniquets (no drugs injected) and after 2 minutes, you remove them only to apply them again. This obviously takes a bit of time (16 seconds to apply em, 10 seconds to remove em) and it is not a good use of anyone's time. I still haven't had time to investigate exactly how and when people become unconscious so it's hard to say exactly how useful any of this would be.
  4. Sooooo, I did some more research with tourniquets and injection drugs. Apparently, all tourniquets start generating pain after exactly 2 minutes, no matter how many you apply. The system times how long it has been on and then marks it as "old" once 120 seconds have passed. The pain generated is 0.001 per second for each tourniquet. Every player has a function that decreases the pain it has by 0.001 every second as long as the total pain level is below 5. Once it goes over that it will reduce it by 0.002 pain per second. So if you only have one limb tourniqueted the generated pain is instantly removed. "That sounds great nerd but that doesn't really mean much to me" I hear you say. Just wait and it shall all become clear why this can be used in your favor. Before we get on the my patented Quick-Use-Drug-Dispensing-and-Survival technique™ (QUDDS™), lets talk about about injection drugs. Each drug has a max dose that is lethal and they also have a set time that they will remain in your system. Morphine removes up to 15 pain units. So if you get shot, use a morphine and then get shot again within 900 seconds, you will most likely not feel any pain from the second gun shot wound. This is due to the lingering effect of the morphine. Same goes for the other drugs. But we also know that if you tourniquet your limb and apply morphine to it, it will not get into your system before you remove it. This can be used to our advantage. QUDDS™ 1. Apply a Tourniquet to a favorite limb right at the start of the mission. Legs are better since they are more likely to get shot. 2. Inject 1 dose of Morphine and 1 dose of Epinephrine. 3. When you get shot, remove the tourniquet. Boom, you have now injected both morphine and epinephrine in only 2.5 seconds compared to a minimum of 6 seconds (3 for each drug) with the addition of having to switch from bandage tab to the medicine tab. An added feature is that if you happen to get shot in the very same limb you can quickly bandage it and then just remove the tourniquet for quick drug release. There are not really a lot of downsides to this technique beyond the fact that you cannot spare the tourniquet to save a squad mate. The Lite version of the QUDDS™ is to only do step 1. This way you have a chance to have 0% amount of bleeding when you get shot in the selected limb and no downsides. You will not start to feel any pain from it either. TL;DR You can have a limb tourniqueted at all times without it giving you any pain if you are healthy. Morphine lasts for 15 minutes once it gets into your system.
  5. The latest batch of medical experiments are now completed. From the test we see that neither carrying or dragging a person increases the bleeding rates. This was tested with AI first and then also done on my willing test subject @Nova on FK server 1 to make sure its not just an AI behavior thing. (Thanks for being my guinea pig Nova) The other test was also done on FK server 1 and the main purpose was just to find out how fast pain appears on a player when 4 tourniquets are applied in quick succession. The result being that in about 2 minutes a player will start experiencing pain. On a sidenote, I also had an interesting result when I removed the tourniquets, morphined away the pain and then tried to redo the test to make sure the time wasn't randomized or simply within an interval. I believe that having morphine injected leaves it in the blood to fight off future pains and thus the pain did not resurface. I'll probably do some more testing on this in the future. TL;DR Dragging and carrying can and should be done to ensure the safety of a patient. Bleeding does NOT increase and wounds do NOT have a higher chance to reopen when dragging or carrying a patient.
  6. campaign

    until

    Squad lead (Charlie) if possible
  7. campaign

    until

    First pick: Medic for any squadSecond pick: AAR for any squadThird pick: Any other squad slot
  8. The point is that they can close large wounds really quickly and with fewer bandages but like you said, they will reopen really fast. As you have already mentioned its basically only useful for medics because they can stitch them up as soon as its all closed. I tend to only use Elastics as medic after I've tourniqueted the limbs and then finish up with a stitch. If there is no time to do all that I tourniquet all limbs, give them blood and fix the head and torso with Packing or QuikClots to buy time and move on to the next patient/retreat. That sounds like a good thing to test and I will try to get to it as soon as I get back from my vacation. I don't think the dragging or carrying increases bloodrates but I am not 100% sure yet.
  9. This is the first I've heard of it and I can't say it makes any sense to me at all. Why would the 2nd bandage you apply have only the same reopening chance, MinimumDelay and MaximumDelay but disregard the efficiency? Regardless of how it came to be I decided that I might as well document how switching up bandage types actually work. In the test below I gave 4 soldiers 5 wounds each from the same weapon. All limb wounds required 2 bandages each and the torso, due to armor, required either 1 Elastic or 2 QuikClots. Every time a wound was treated, a QuikClot was first applied followed up by an Elastic. As a reference, the second patient was not given any Elastic bandage treatment and used only QuikClots. If the Elastic inherits the reopening chance from the QuikClot, they will each have 20% chance for avulsion and a 50% chance for velocity wounds to reopen. The time it would take for them to reopen would be somewhere between 1000 to 1600 seconds for avulsions and 800 to 2000 seconds for velocity wounds. If the Elastic keep their original property when being applied after another bandage, have 70% chance for avulsion and a 100% chance for velocity wounds to reopen. The time it would take for them to reopen would be somewhere between 100 to 160 seconds for avulsions and 80 to 200 seconds for velocity wounds. The latter turned out to be true, Elastics do NOT inherit the values from QuikClots and should NOT be used in this manner. In the test they open up well before 800 seconds had elapsed and at a statistically significant number of times to rule out that we simply were unlucky with the rolls. The final result is every patient needed to use around 13 QuikClots (range from 11 to 16) to permanently keep all wounds closed. Every patient except the reference also had to use 5 elastic bandages. This means that every single patient, in the long run, bled more, used more bandages and also spent a longer time in treatment than the reference patient who only used QuikClots. TLDR: "first bandage counts" is not a correct treatment strategy. Wounds should only be treated with the best bandage for that wound, regardless of if the wound has been partially closed or not.
  10. This may very well be true, I have not had the chance to try all this out on players and it would be interesting to see what those differences are. I plan on doing this in the future but even if AI and Human players are different, the code used is clear and I have also evaluated footage from roughly 25 missions I've done as medic to get more data but its difficult to isolate and make sure that an effect is not due to something else. If anyone wants to volunteer as guinea pigs I would be more than happy to prod them
  11. Each bandage has 4 attributes, Efficiency, Reopening Chance, MinDelay and MaxDelay. Efficiency is pretty straightforward, the higher efficiency value a bandage has the more it can cover and treat a wound. A large wound might need 2 or 3 bandages that have low efficiency or it can be closed with a single bandage with high efficiency. Higher values are better as it means it can cover larger wounds with less bandages. Reopening Chance means that once a wound has been closed, it will have a chance to reopen. How big this chance is depends on the different bandages and what wounds they have been applied to. 0.7 means that a wound has 70% to reopen after the DelayTime has passed. Lower values are better becuase it means lower risk of reopening. Time until wound reopens is the least known factor is the time each bandage has before it opens. Each treated wound has a minimum time for which the wound will remain closed. If a wound will reopen, it will happen somewhere after the minimum time has passed but before the maximum time. The exact point is randomized but on average it will happen in between the minimum and maximum value. This is not affected by how much player is moving about. Values are given in seconds and higher values are better. The chance for reopening is basically a single dice roll done a single time when the bandage has been applied If the bandage is going to open, the time is equal to MinimumDelay + random*(Maximumelay - MinimumDelay) where random is a variable generated and between 0 to 1. The code that handles that function call has the following code: TRACE_1("",_reopeningChance); // Check if we are ever going to reopen this if (random(1) <= _reopeningChance) then { _delay = _reopeningMinDelay + random(_reopeningMaxDelay - _reopeningMinDelay); TRACE_1("Will open",_delay); The very first thing you should do when treating someone is to tourniqueted all their limbs that are bleeding. This will stop all bleeding from those limbs and lets you focus on other parts that cant be tourniqueted. No, the values of one bandage are not given or overwritten because you apply bandages in one specific order. All bandages and their properties will still be the same regardless of the order they are applied. So if you treat a wound with a QuikClot and an Elastic you will have a high chance for the Elastic to reopen, a small for the QuickClot to reopen. There is no combination matrix or code I have seen to make this happen.
  12. I've recently done a few test on the Ace Medical system to learn more about the underlying mechanics in the medical system and how things actually work. I'll embed the three videos where I go through the test but first I'll summarize what I've learned from all these test so far. Most things are common knowledge but some are still often debated. 1. Moving a unit (Dragging, Carrying or just moving by walking) does not lead to wounds being reopened. 2. Staying stationary or being restrained will not prevent wounds from reopening. 3. Technically, it is not a wound that reopens, it is the bandage that fails. So if a wound takes 2 QuikClots to close, one of those bandages might reopen and you would then have a partial wound reopen. Both might also open or they might both stay closed. The odds for these events given a Large Avulsion that needs 2 QuikClots is, 4% that both open, 32% that only one bandage opens and 64% that both stay closed. Given the same wound you would only need 1 Elastic bandage and it would have a 70% to reopen and a 30% chance to stay closed. 4. We all know that morphine can be trapped in a limb if you tourniquet it first and then push drugs into that limb. While drugs can be stopped this way, it will not prevent any IV fluids to go into the patient. So even if a patient has tourniquets on all 4 limbs you can still make sure they get their blood back quickly. 5. Once a patient has had all their fluids restored, the remaining plasma, saline or blood is removed. This means one shouldn't give more blood to a patient than necessary since it will be wasted. 6. A tourniquet will stop any and all bleeding from the limb it is applied to. The limb will resume bleeding if the tourniquet is removed before limb has been bandaged. 7. Using Elastic bandages instead of QuikClots leads to severely increased amount of wounds getting reopen and also decreases the time for the wounds to reopen. Switching from Elastic to Packing largely increased the time for wounds to reopen but did not change the chance for wounds reopening. 8. Applying a bandage to a limb that only has closed wounds (in other words, the body part shows up as blue) does not prolong the reopening time and it does not lower the chance for reopening. This will have the same effect as bandaging a white body part, waste of a bandage. 9. Applying a single tourniquet and leading it on will produce pain after around 27 minutes. The pain increases at a steady pace and after around 20 minutes the pain reaches a threshold and stays constant. 10. Applying 4 tourniquets on a patient and leaving them on will induce pain in around 3 and a half minutes. 11. Pain from tourniquets will not make you pass out. 12. Medium Velocity wounds will bleed out faster than Medium Avulsions. A single Medium Velocity wound will make a patient bleed and die after around 14 minutes if left unattended while a single Medium Avulsion will make a patient bleed and die after around 35 minutes if left unattended. 13. Small Velocity wounds will bleed out faster than Minor Avulsions. A single Small Velocity wound will make a patient bleed and die after around 29 minutes if left unattended while a single Minor Avulsion will make a patient bleed and die after around 70 minutes if left unattended. The videos are long and without any audio commentary. All the setting and the total 8 hours of tests can be seen if one really needs something to sleep to. If you have anything you are unsure about in the medical system or want me to get to the bottom of, let me know. Are there any other medical myths that we can bust?
  13. In some instances I believe the platoon should make restrictions on gear to get a better understanding of how his squads are geared. In the specific instance where the Zeus gave a "scope or NVGs" restriction it made a lot of sense to me for Platoon to issue an order to all squads to go only NVGs. This means platoon knows all squads have NVGs, are limited in their long-range capability and can plan accordingly. Having a mix of people with NVGs and scopes would probably lead to a few FF incidents and make tasking for platoon really difficult. As has already been stated by numerous people in this thread, gear limitations provide a bigger challenge to players and being able to overcome them gives a greater feeling of success. One of the most fun missions I've had in recent weeks was the one were only the SL was allowed to have maps and the rest of us had to keep our wits about us. I realize that some people don't enjoy this and a simple way to make it more enjoyable for everyone is to state the limitations early on with a pastebin or something similar. This allows those who dont want to play under such restrctions to opt out before slotting happens and those who look forward to it keep playing.
  14. 2nd mission - Bravo Medic Zeus: @Hekhal Platoon: @Nugget30 Squad: @Rouge , @C-O-B-R-A, @Baelaron, @Schmorfson, @mekboy_4000 and a few more. Loading into the choppers was a bit confusing due to the long names on the helis and them standing so close to each other. Suggest not having long names when we have 6+ helis and having them be a bit more spaced out. Fast roping worked well for Charlie and we all managed to land without losing anyone. During the mission I managed to get knocked down thrice, used more than 100+ bandages and had an absolute blast. One of the more intense moments was when all 5 remaining squad members got knocked down by an explosion and left me unharmed. The triage handling was so fun and the only casualty was our SL whose body I could not find under all that rubble. Big thanks to @Cyico who came to my rescue with extra medical supplies, I owe you one. Great zeusing from my perspective, keep it up @Hekhal. @Rouge Did a good job leading us and getting us to our objectives. We got the HVT, stood our ground and later on secured and destroyed an ammo cache. @C-O-B-R-A did a good job taking command as 2iC when Rouge was downed or KIA and ultimately led us to our chopper for exfil. @Nugget30 performed well from Charlies point of view with appropriate orders and plenty of tasking. My only complaint was when you tried to force Bravo to move out of the house we were hunkered up in with the HVT. You were also in that building most of the time and should have been able to see and hear that me and @Neroxen (Plt. Medic) were frantically doing our best to keep everyone from bleeding out, let alone getting people back from unconsciousness. I understand that sometimes you have to leave a man or two if heavy waves of enemy are incoming but we were in no shape to move our downed friends or even ourselves considering the amount of broken bones and our general combat ineffectiveness. I don't know if the other squads were in similar situations but a backup or reinforcement would have relieved our worries. My name is not Godzi
  15. Damn straight, I also deny any DMR requests that pop up early. Once I know what my squad is going to do I'll call out for DMR volunteers should the squad need it. If we are going to be overwatching then it makes perfect sense to have a DMR with us but not so much if we are going house clearing and CQB.